HeyFirst all, I'm new having stumbled across this site while searching for playable "game-versions" of the Erfworld universe, and really like it so far. I'm actually working on play-testing the rules offline with some friends, but I noticed that the Caster Rules and Spellbook links are private documents. I made a request and was granted access to the spellbook, but no response on the Caster Rules yet (perhaps because its another game, and the owner isn't on this board?)Anyway, I was wondering if someone has a copy and could re-share it? In fact, wouldn't it make more sense just to copy the relevant portion, and add it to the general rules?

I don't suppose anyone copied it before this change, or remembers enough to re-draft them?Based on general "gaming logic" and posts on the Erfworld forum, I've started to re-create my own rules for casters, if anyone is interested.And like I said, I now have a copy of the Spellbook.

From what I remember, it goes something like this:4% chance to get any caster except retcon and thinkamancer8% chance to get thinkamancer+4% chance to get desired caster.30 juice per level until 150 juice, then 5% juice reduction per level past 5.Experience gained had something to do with the amount of juice spent (10% XP per juice?).Gave bonuses to their creations (if they had them) equal to leadership of that level.Can spend only a certain amount of juice on scrolls (don't remember %).Could command units and issue build orders.

Edit: No retconjurers.

Last edited by ReginaldMcMuffin on Thu Jul 28, 2011 1:31 am; edited 1 time in total

Okay, so it sounds like the posts I found on the Erfworld site were early versions of the caster rules you guys have been using. I've expanded a bit on those and made it easier to understand (at least I think so).

The board won't allow me to post a link...but I have a google-doc with the caster rules I've come up with...can a mod or someone adjust the permissions...?

I'm currently coming up with a revised spellbook. The original one had some pretty useless mancies (I'm looking at you Findamancy). I'll post it up as soon as I can. I'll probably post it up without the juice costs thought, as I have to take balance into consideration for that.

www.erfworld.com

Seems like I can post URLs just fine. Are you trying to link using a URL or what?

Also, ignore what's below. I was just testing out the diceroll feature they have built into the post.

Last edited by ReginaldMcMuffin on Thu Jul 28, 2011 2:44 am; edited 2 times in total

I was also doing some editing to the spells as well, added a bit to Lookamancy and Hat Magic, and also eliminated all of the text that allowed other casters in the class to use a spell (for example, all Eyemancers were able to cast a select few Lookamancy spells) because my caster rules make it more likely for a caster to develop talent in other schools of their class.

Edit: nevermind, apparently it wasn't letting me because of the prefix to the link was https so I got rid of it and it still works. It still won't let me post a proper link though, so for now you'll just have to copy and paste the address below.My version of the spellbook: docs.google.com/document/d/1Yzkzr882pK9YUyTbrggC3MPFh7Ceq-MlonL5TLCfOm0/edit?hl=en_USMy version of Caster Rules: docs.google.com/document/d/1v5MGFZP2z4JvLotAwFgCXUMM_53chBlAcEbOyvJJe4I/edit?hl=en_US

Honestly, I think it's just a sad unavoidable fact that some mancies are less useful than others, or are best when used as part of a link. Findamancers and Lookamancers for example are both pretty lame, but look at how much of an advantage the Eyemancers' table gave Gobwin Knob (For that application, I would argue a Findamancer could fulfill the same role as the Lookamancer). That being said, I think I have come up with a way to make Findamancers more useful, and a way for them to level at the same rate as other casters. The same way Predictamancers have a Pool of Fate, Findamancers should have a Pool of Inquiry, which functions like so:

Unused juice is put into the Pool of Inquiry as if it had been spent (gaining experience) with the goal of finding a location, unit, or objective of the caster's choosing. Juice spent in this fashion generates half as many "points", and at the end of the turn, the GM rolls in secret a d100. If the result is equal to or less than the current points total, the caster learns the precise location of their objective, the Pool is drained, and the caster may chose a new objective. If what they are searching for does not exist, the learn this upon accumulating 100 points. (the precise math/mechanics of the "points" system should be kept secret from players).

How's that? And as for Lookamancers, I boosted their usability by giving them 2 spells that "slave" them to a Lookout-tower to increase it's line of sight.

That's just the thing though, that findamancer's weren't really unique, and lookamancer's did their job better. I took a different approach to them. See, mancies often overlap in subtle ways, like dollamancy, croakamancy dirtamancy creating units, but they all do it in different ways and have different results. So, instead of things like "terrain direction" which is arguably pretty useless if you've scouted well, you have spells like "facebook" which locates the closest natural ally (tells direction and distance) unless you specify a certain natural ally. I like the spells that find a specific unit, and I think that if you know the hex they're going to be in, you should get bonuses for dispelling a veil. I also think that they should be able to find items and such. Dollamancers can create items, but findamancers can look for them, having a chance to find schmuckers, items, artifacts, etc. I call this spell "Craigslist". "k-9 swat(?)" finds traps (also, casters can find traps relating to their discipline). "Metacritic" gives an estimate of a unit's stats and abilities. I think that these spells should give findamancers a more unique and interesting role. I do like your pool of inquiry, though maybe it should function in a way that buffs their spells. Say, some of their spells can have inquiry points added to boost the power of the spell to get better information.

Also, some of these spells seem to treat casters as less than warlords (juice cost for turning them is lower). Casters are rare and valuable, so turning them should be a little harder.

Last edited by ReginaldMcMuffin on Thu Jul 28, 2011 4:17 pm; edited 1 time in total

While Findamancy Terrain spells are less useful to sides that scout well, having a findamancer could make a side less reliant on scouts, so some sides might actually like spells like that (I personally agree with you btw, but gotta play devil's advocate to make the game accessible to different play-styles)

Facebook I like, would need to be worded carefully/clearly

Finding items makes sense, but depending on the type/strength of item they're looking for, that ability might be best reserved for the Pool of Inquiry.

Finding traps is a perfect expansion, again needs careful wording so as not to be overpowered.

My initial thought about Metacritic is that I like it, but I don't see how exactly it fits the Findamancy sphere. (more Lookamancy, Predictamancy, or Date-a-mancy)

I'm a little attached to the Pool of Inquiry idea, because it seems to represent what Findamancers are all about, "searching for something based on a set of criteria, not knowing what the result will be" case and point being their role in the Perfect Warlord Spell. I also love your idea of spending Inquiry points to empower normal spells, so I think it'd be great to use the Pool of Inquiry both ways.

Oh, I'm not saying we eliminate the find terrain spells, it's just that once you've scouted the whole map, spells like that aren't too helpful, unless the map changes (changamancy).

Craigslist: Finds an item in the current hex (schmuckers, magic items, artifacts, etc). Chance to find something depends on the hex. Artifacts can only be found in ruins. Any character can search a ruin, but findamancers have a lot higher chance of finding something (pair that with a luckamancer, and things get interesting). On most terrain, schmuckers can be found, with a very low chance of magic items. Every character can search a ruin once.

metacritic is just another idea. Saw that it overlapped with other spells, but decided to put it anyways.

Finding/destroying traps would be similar to dispelling veils (which I think should follow the rule of 50% if the casters are equal level, 10% less/more for every level of difference between the casters).

What I have so far:

Spoiler:

• Findamancy:o Facebook: Find location of 1 natural ally per use.o Craigslist: Finds an item in the current hex (schmuckers, magic items, artifacts, etc). Chance to find something depends on the hex. Artifacts can only be found in ruins. Any character can search a ruin, but findamancers have a lot higher chance of finding something (pair that with a luckamancer, and things get interesting). On most terrain, schmuckers can be found, with a very low chance of magic items.o K-9 Swat: Find traps. 100% chance if findamancer is 5+ levels higher than the trap caster, 90% for 4 levels higher, 80% if 3 levels higher, and so forth.• Croakamancy:o Monster Mash: Turn all units in a stack (must be croaked first) into uncroaked at ½ (+1/4 per 20 juice extra cost) level stats (up to ¾ original stats). No upkeep, lasts 10 turns. Units don’t level. 60 juice.o Trioxin: Turn all croaked units in caster’s hex/city into uncroaked. 1/10(+1/10 per 20 extra juice spent) stats (max ½ original stats). No upkeep. Last ½ (rounded down) turn per caster level. Units don’t level. 100 juiceo Nemesis: Turn 1 croaked unit into uncroaked. Full stats, no upkeep, lasts 20 turns. The unit can level, and it’s possible for higher level (level 5+) croakamancers to spend extra juice to make this unit even stronger. 40 juice.o Grim Reaper: Gain +3 to attack and defense, and 6 hits until end of turn. Any units croaked by you are uncroaked as per nemesis, any units croaked by those in your stack are uncroaked via Monster Mash.o Thriller: Gives dancefighting to all uncroaked you lead.• Luckamancy:o Loaded dice: Increase/decrease the min/max results of stack’s combat stats by .2.o Bump the table: change one stack’s random battle modifier by .1 (or All-in’s result by .1)o All in: The next combat multiplier (for the whole stack) is either 2 or .2. Only bumping the table can be used to affect this result (the result will be a number from 0-1. 0-.5: means you lose big [.2]. .5-1=win big [2].o The House always wins (cheats): as loaded dice, but affects all stacks in hex.